Simple Jungle Warfare rules
Steve Burt
Creating the layout
This is normally done by the referee before the game, but if running the game solo or at short notice, the following system may be used:
Roll 1d20 for each turn of exploring
1-5 Straight
6,7 Left turn
8,9 Right turn
10,11 Fork to left
12,13 Fork to right
14,15 Tee
Crossroads
Dead end
River (must be swum to cross)
19,20 Clearing
All track is laid in 6" sections. The referee may need to give some help to the dice to give a reasonable layout. Roll again if the only free track gets dead ended.
Clearings within 12" of the far edge contain villages.
If pre-drawing the layout, there should be one village per player.
Sequence
Players move-fire-regroup-reform-panic
Roll for ambushes or special events
Natives move-fire-panic
Check for panic - both sides, natives first
Moving & Firing
May move OR fire OR regroup OR reform.
Movement 6" on tracks, 2" off
Natives move 6" everywhere
Troops on the tracks must move in 4 figure wide column (or whatever width is suitable for your figures)
It takes one whole move to change from any formation to any other.
Firing range is 6".
Troops may fire to their fronts or sides, but not to the rear. Rifles need a 6 to hit on d6, spears a 6 followed by 456.
If (and only if) troops are in a two deep line, they may use VOLLEY fire, firing both ranks.
Otherwise, all troops may only shoot one rank.
Disruption points
These are gained as follows:
When ambushed or surprised by animals
1 point
When casualties are taken
1 per casualty
When troops move off the tracks or under fire
1 per move
When troops panic
1 point per move
Whenever a point is gained, roll 1d6. If LESS than the current number of disruption points is rolled, the troops panic. Panicked troops move 2d6 inches in their turn. They then gain a d point. The player may try and reform them each turn - see below. They move back toward their start point.
Once they get rid of all d points, they stop panicking and may form up again to move along the track.
If they leave at their starting point, they are out of the game.
Natives panic on LESS or EQUAL they disperse into the jungle.
Regrouping
Roll 1d6 and remove that number of d points. It is not possible to go into credit on d points.
When panicking, this move is compulsory.
Ambushes
Roll after each turn for troops not panicked or engaged. Roll 1d10.
9 means an animal surprises the troops, 0 a native ambush.
If in a clearing, 9 or 0 is a native ambush.
Animals
Roll 1d6 - 1-4 Wild pig just lose a d point. 5,6 Lion! Kkills a man on 5,6, and remains attacking the column
Natives
Roll 1d6 - 1,2 on left of column. 3,4 on right. 5,6 on both sides
1d6 rifles, 2d6 spears.
Villages
These are defended by 2d6 rifles, 4d6 spears. To burn an empty village takes a whole turn.
Melee
Roll per man, 5 or 6 kills .No advantage to European troops
Scoring
20 points per village burned
-1 per man killed or panicked off board
A player having his entire column wiped out gets a further -10
Rivers
May be swum, taking a whole turn. Roll for each man on a 1 on d6 he is drowned or perhps eaten by crocodiles.